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Most of my free time these last weeks I found myself at the studio, waiting for customers or having the studio rented for rehearsals. So I did make use of it. Production of the soundtrack advanced quite a lot, so did a lot of the environmental sound design. Areas 2, 3 and 4 have many mechanisms (and robotic enemies) that were silent, until now.

Also, a feature I experimented a couple of months ago with, might end up being an actual feature of the game: Sound Effect sets.
Some games have different "ambience" sets for any sounds that are played in certain areas (like echoes in caverns), I recently gave it another try, and I was able to come up with a way of doing just that, without major slowdown. The performace is still being tested in several systems, and it might end up being an optional feature.

Anyway, if you're looking for the links that used to be in the right pane of the Blog, they are now found in the Metroid: Confrontation page, up here. I also added dedicated pa…

So, it was finally published and I completely missed it.
Before we go on, I have to warn you:
The following has a MAJOR SPOILER of an important part of the game.
A couple of months ago, I was contacted by Mathew Castle, from Nintendo Gamer Magazine for an interview. It's an honor to be featured in such a legendary magazine, and since this was going to be the first time I had an interview featured in a printed medium, I wanted to provide some exclusive content to spice things up. After all, these kinds of magazines do get exclusive previews all the time.

So, I invite you to read it HERE. There's already a topic about it on the Forums, if you're interested to share your oppinion
I'll be posting about AM2R progress in a couple of days.
Have a good weekend!